TL;DR: After the recent changes to pathfinding, I figured balance might be affected for some common cases. To test it, I rolled up a Half-Troll Warrior. The result: very tedious play. I rather expected this; in fact I've expected it for a while, which is why I haven't played this combination in many years.
Pathfinding
Better pathfinding penalizes poor stealth and poor device skill. With a half-troll warrior, annoying monsters like GMMs keep waking up, and keep coming back. Dangerous monsters like Carcharoth keep coming back, and the danger is amplified because of the high fail rates. (Yes, you can game this using breath attenuation, but again: tedious.)
Further, this really hurts with no-ESP play. If you don't find ESP early, you are at significantly greater risk from monsters coming out of nowhere to kill you. It's not enough to detect each region once. Since instakill monsters are much likelier to come back, you either need ESP, or you need frequent detection, which is right out. The light rod technique becomes much less reliable. In this game, I found an amulet of ESP at 1700', so this isn't a problem. Without it, the temptation to scum 2000' for rPoison becomes much greater. (The same holds for priest-paladin, albeit to a lesser extent.)
There are a lot of moving parts here: breath attenuation, fail rate, stealth, pathfinding. Of course attenuation tends to make non-melee fights trivial, so it's not so good to rely on it as a solution.
Blow count and damage.
The other balance issue that applies particularly to H/T Warrior is the near impossibility of using heavy weapons after the fractional-blows change. The result is that unless you are lucky with lots of DEX, the optimal HT/Warrior weapon is essentially Aglarang. Yes, it's a pretty nice weapon, but it means that end-game Rogues are likely doing as much or more damage per turn.
Analysis
The root cause of this trouble is that under the current design, DEX is more valuable than STR, especially for warriors. To get to 6 blows with a weapon of 11lb or more, you need DEX 18/200--even with STR 18/220. (Note that Aglarang has weight 5lb and +5 DEX, and you see why it's so valuable.) Further, even with DEX 18/200, you can't get 6 blows beyond 15lb. With a BoC, you are already down to 5.9, and that's at S18/220, D18/200. Beyond that, things drop off slowly, but only if you have DEX 18/200. For a Half-Troll Warrior, even getting 5 blows with a heavy weapon is problematic.
In comparison, a Rogue gets 5 blows with a MoD, the heaviest weapon in the game, at STR 18/200, DEX 18/200. That's (a) possible, and (b) relatively easy to get--especially for the most common races (Hobbit, Kobold, HE). With the Glaive of Pain or Scythe of Slicing, S18/150,D18/200 or S18/210, D18/180 gets 5 blows. Getting 5 blows with a BoC is trivial.
The difference, of course, is that dexterity adjustment used to top out at 18/150, which is relatively easy to get--even for a H/T Paladin, who needs DEX +9.
Possible fixes:
* Give warrior back his extra blow.
* give more DEX to warrior.
* Reduce race DEX penalties by half (I hate this, since it affects other classes.)
* Make adj_str_blows superlinear at the last few rows.
* Give Warrior higher strength multiplier (6 instead of 5)
* Increase benefit of DEX between 18/130 and 18/200.
Doubtless there are more.
Pathfinding
Better pathfinding penalizes poor stealth and poor device skill. With a half-troll warrior, annoying monsters like GMMs keep waking up, and keep coming back. Dangerous monsters like Carcharoth keep coming back, and the danger is amplified because of the high fail rates. (Yes, you can game this using breath attenuation, but again: tedious.)
Further, this really hurts with no-ESP play. If you don't find ESP early, you are at significantly greater risk from monsters coming out of nowhere to kill you. It's not enough to detect each region once. Since instakill monsters are much likelier to come back, you either need ESP, or you need frequent detection, which is right out. The light rod technique becomes much less reliable. In this game, I found an amulet of ESP at 1700', so this isn't a problem. Without it, the temptation to scum 2000' for rPoison becomes much greater. (The same holds for priest-paladin, albeit to a lesser extent.)
There are a lot of moving parts here: breath attenuation, fail rate, stealth, pathfinding. Of course attenuation tends to make non-melee fights trivial, so it's not so good to rely on it as a solution.
Blow count and damage.
The other balance issue that applies particularly to H/T Warrior is the near impossibility of using heavy weapons after the fractional-blows change. The result is that unless you are lucky with lots of DEX, the optimal HT/Warrior weapon is essentially Aglarang. Yes, it's a pretty nice weapon, but it means that end-game Rogues are likely doing as much or more damage per turn.
Analysis
The root cause of this trouble is that under the current design, DEX is more valuable than STR, especially for warriors. To get to 6 blows with a weapon of 11lb or more, you need DEX 18/200--even with STR 18/220. (Note that Aglarang has weight 5lb and +5 DEX, and you see why it's so valuable.) Further, even with DEX 18/200, you can't get 6 blows beyond 15lb. With a BoC, you are already down to 5.9, and that's at S18/220, D18/200. Beyond that, things drop off slowly, but only if you have DEX 18/200. For a Half-Troll Warrior, even getting 5 blows with a heavy weapon is problematic.
In comparison, a Rogue gets 5 blows with a MoD, the heaviest weapon in the game, at STR 18/200, DEX 18/200. That's (a) possible, and (b) relatively easy to get--especially for the most common races (Hobbit, Kobold, HE). With the Glaive of Pain or Scythe of Slicing, S18/150,D18/200 or S18/210, D18/180 gets 5 blows. Getting 5 blows with a BoC is trivial.
The difference, of course, is that dexterity adjustment used to top out at 18/150, which is relatively easy to get--even for a H/T Paladin, who needs DEX +9.
Possible fixes:
* Give warrior back his extra blow.
* give more DEX to warrior.
* Reduce race DEX penalties by half (I hate this, since it affects other classes.)
* Make adj_str_blows superlinear at the last few rows.
* Give Warrior higher strength multiplier (6 instead of 5)
* Increase benefit of DEX between 18/130 and 18/200.
Doubtless there are more.
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